四肢
These rig types handle generation of different kind of limbs and their features, like fingers.
limbs.simple_tentacle
Will create a bendy and stretchy b-bones tentacle chain or automatic bendy and stretchy finger controls.
Requirement: A chain of at least two connected bones.
Automation Axis (X, Y, Z, None)
Enables the automation on the selected axis. Multiple axis or none can be selected holding Shift-LMB. When enabled the controls of the last bones will copy the rotations from the previous ones. The option is accessible in the controls of the final rig as a Copy Rotation constraint and can be disabled even after rig is generated, or at animation time.
Assign Tweak Layers
If enabled, allows placing the Tweak controls on different layers from the main controls.
limbs.super_finger
Will create a bendy and stretchy chain or automatic bendy and stretchy finger depending on a master control bone.
Requirement: A chain of at least two connected bones.
Bend Rotation Axis (Automatic, X, Y, Z, -X, -Y, -Z)
Defines the automatic rotation axis to be linked to the scale of the master bone.
B-Bone Segments (integer)
Defines the number of b-bone segments each tweak control will be split into.
IK控制
Generates a very simple IK mechanism with only one control.
IK starts its work with the shape of the finger defined by FK controls and adjusts it to make the fingertip touch the IK control. It is designed as a tool to temporarily keep the fingertip locked to a surface it touches, rather than a fully featured posing system.
Assign Tweak Layers
If enabled, allows placing the Tweak controls on different layers from the main controls.
limbs.super_limb
A backwards compatibility wrapper around limbs.arm
, limbs.leg
and limbs.paw
.
limbs.arm
Will create a full featured bendy and stretchy arm depending on the user-defined options.
Requirement: A chain of three connected bones (upper_arm, forearm, hand).
Arm required bones.
IK腕部支点
Generates an extra child of the hand IK control that rotates around the tail of the hand bone.
Rotation Axis (Automatic, X, Z)
Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
Limb Segments (integer)
Defines the number of additional tweak controls each limb bone will have on the final rig.
B-Bone Segments (integer)
Defines the number of b-bone segments each tweak control will be split into.
自定义IK轴
Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
Assign FK Layers
If enabled, allows placing the FK chain on different layers from the IK bones.
Assign Tweak Layers
If enabled, allows placing the Tweak controls on different layers from the IK bones.
limbs.leg
Will create a full featured bendy and stretchy leg depending on the user-defined options.
Requirement: A chain of four connected bones (thigh, shin, foot, toe) with one unconnected child of the foot to be used as the heel pivot.
Leg required bones.
Foot Pivot (Ankle, Toe, Ankle & Toe)
Specifies where to put the pivot location of the main IK control, or whether to generate an additional pivot control at the base of the toe.
Separate IK Toe
Specifies that two separate toe controls should be generated for IK and FK instead of sharing one bone. This is necessary to get fully correct IK-FK snapping in all possible poses.
Rotation Axis (Automatic, X, Z)
Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
Limb Segments (integer)
Defines the number of additional tweak controls each limb bone will have on the final rig.
B-Bone Segments (integer)
Defines the number of b-bone segments each tweak control will be split into.
自定义IK轴
Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
Assign FK Layers
If enabled, allows placing the FK chain on different layers from the IK bones.
Assign Tweak Layers
If enabled, allows placing the Tweak controls on different layers from the IK bones.
limbs.paw
Will create a full featured bendy and stretchy paw depending on the user-defined options.
Requirement: A chain of four or five connected bones (thigh, shin, paw, optional digit, toe).
Front/Rear paw required bones.
Rotation Axis (Automatic, X, Z)
Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
Limb Segments (integer)
Defines the number of additional tweak controls each limb bone will have on the final rig.
B-Bone Segments (integer)
Defines the number of b-bone segments each tweak control will be split into.
自定义IK轴
Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
Assign FK Layers
If enabled, allows placing the FK chain on different layers from the IK bones.
Assign Tweak Layers
If enabled, allows placing the Tweak controls on different layers from the IK bones.
limbs.front_paw
Derivative of limbs.paw
with extended IK suitable for use in front paws. The additional IK limits the degree of change in the angle between shin and paw bones (2nd and 3rd) as the main IK control moves and rotates.
For best results, the shin bone should not be parallel to either thigh or paw in rest pose, i.e. there should be some degree of bend in all joints of the paw.
Heel IK Influence
Influence of the extended IK. At full rotating the main IK control or digit bone would not affect the rotation of the paw bone, while lower values provide some blending.
limbs.rear_paw
Derivative of limbs.paw
with extended IK suitable for use in rear paws. The additional IK tries to maintain thigh and paw bones (1st and 3rd) in a nearly parallel orientation as the main IK control moves and rotates.
For best results, thigh and paw bones should start nearly parallel in the rest pose.
limbs.super_palm
Will create a palm system based on the distance between palm bones.
Requirement: At least two bones child of the same parent. The property has to be set on the inner palm bones (think it as index’s metacarpus), the rig control will appear on the last palm bone (think it as pinky’s metacarpus).
两侧
Generates controls on both sides of the palm, with influence on inner bones blended between them.
Primary Rotation Axis (X, Z)
Defines the automatic rotation axis to be used on the palm bones.